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Articles Lost in Japan: Rondo of Blood Lost in Japan: Rondo of Blood While Western gamers enjoyed Super Castlevania IV and Bloodlines, little did they know that the truly coolest 16-bit Castlevania of all was hiding away on the shelves of Japan. By Matt Leslie I f you polled people on what Castlevania game they associate with the Super Nintendo the vast majority, if not all of them, would respond with Super Castlevania IV. There’s little mystery to this: Super Castlevania IV was among the first batch of good games for the console, is jacked up to the brim with Mode 7 and it even has “super” in the title. Quite frankly, there’s not a lot of love for the other Super Nintendo entry to the series, Castlevania: Dracula X, but this is sort of a shame. Dracula X still boasts amazing graphics, sound and atmosphere and retains that traditional Castlevania feel and movement from the original trilogy. Even if it does kind of let itself down with patches of irritating level design and poor enemy placement, it’s still a fantastic addition to the Super Nintendo library. Castlevania: Lords of Shadow 2 Edition The real reason Castlevania: Dracula X on the Super Nintendo gets a mixed reaction is because it’s considered to be a somewhat butchered port of a game on the TurboGrafx-16 released only in Japan. The Japanese title for this game is Akumajou Dracula X: Chi no Rondo, which literally translates to “Devil’s Castle Dracula X: Rondo of Blood”, and this article could probably stop right here because a title that awesome basically speaks for itself. You can tell Konami meant business just by the fact there’s an X in the title; in the 90s an X in a videogame title was basically unofficial shorthand for “RADICAL”. However, since the Super Nintendo version was also radical enough to have an X in the title this article will refer to the TurboGrafx-16 version as Rondo of Blood to avoid confusion. Rondo of Blood is the true 16bit successor to the original Castlevania trilogy on the NES as it takes all the assets from those games, polishes them a little and cranks the dial up to eleven. You see, Super Castlevania IV simply spent too much time faffing around. Every other level seemingly focuses on utilising Mode 7 as much as the Super Nintendo could handle without its innards melting, and the game has one of the most pointless features ever, allowing you to hold a button and flail the whip around aimlessly. Super Castlevania IV loosened up character movement and allowed you to attack in eight directions, sacrificing the tension of a true Castlevania game to become a more audiencefriendly action game. It’s a good 18 • GameOn Magazine